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3ds Max Render Job Sanity Check
The 3dsmax Command Sanity Check script defines a set of functions to be called to ensure that the scene submission does not contain typical errors like wrong render view and frame range settings, incorrect output path, etc.
The Sanity Check is enabled by the Run Sanity Check Automatically Before Submission checkbox in the User Options group of controls in the Submit To Deadline (3dsmaxCmd) dialog. You can also run the Sanity Check automatically by clicking the Run Now! button.

The dialog contains the following elements:
- The upper area (Error Report) lists the problems found in the current scene.
- The lower area (Feedback Messages) lists the actions the Sanity Check performs and gives feedback to the user. The latest message is always on top.
- Between the two areas, there is a summary text line listing the total number of errors and a color indicator of the current Sanity Check state. When red, the Sanity Check will not allow a job sumbission to be performed.
The Error Report:
The left column of the Error Report displays a checkbox and the type of the error. The checkbox determines whether the error will be taken into account by the final result of the check. Currently, there are 3 types of errors:
- FATAL: The error cannot be fixed automatically and requires manual changes to the scene itself. A job submission with such error would be pointless. The state of the checkbox is ignored and assumed always checked.
- Can Be Fixed: The error can be fixed automatically or manually. If the checkbox is active, the error contributes to the final result. If unchecked, the error is ignored and handled as a warning.
- Warning: The problem might not require fixing, but could be of importance to the user. It is not taken into account by the final result (the state of the checkbox is ignored and assumed always unchecked).
Repairing Errors:
In 3ds Max 8 and earlier: Double-clicking an Error Message in the Error Report window will cause an associated repair function to be executed and/or a Report Message to be output in the Feedback Messages window.
In 3ds Max 9 and higher: Right-clicking an Error Message in the Error Report window will cause an associated repair function to be executed and/or a Report Message to be output in the Feedback Messages window. This difference was caused by the switch to DotNet controls which handle double-clicks as checked events, changing the checkbox state in front of the error instead.
Updating the Error Report:
You can rerun/update the Sanity Check in one of the following ways:
- Clicking the dialog anywhere outside of the two message areas will rerun the Sanity Check and update all messages.
- Double-clicking any Message in the Feedback Messages window will rerun the Sanity Check and update all messages.
- Reparing an error by double-clicking will also automatically rerun the Sanity Check
- Pressing the Run Now! button in the Submit To Deadline dialog will update the Sanity Check.
The following Sanity Checks have been implemented in the current version:
| Type | Message | Description | Fix |
| FATAL | The scene does not contain ANY objects! | The scene is empty and should not be sent to Deadline. | Load a valid scene or create/merge objects, then try again. |
| Can Be Fixed | The current Scene Name is Untitled. |
The scene has never been saved to a MAX file. |
Double-click the error message to open a Save As dialog and save to disk. |
| Can Be Fixed | The current view is NOT a Camera. | The active viewport is not a camera viewport. | Double-click the error message to open a Select By Name dialog to pick a camera for the current viewport. |
| Can Be Fixed | The current Camera has NO MultiPass Motion Blur | The active viewport is a camera, but the camera has no MultiPass Motion Blur enabled. NOTE that this check is performed for Default Scanline Renderer and Brazil only, as Mental Ray, Entropy, Renderman and VRay usually do not require MultiPass Motion Blur | Double-click the error message to enabled MultiPass Motion Blur in the current camera. |
| Can Be Fixed | The current Camera's MultiPass Motion Blur Duration is NOT 0.5! |
By default, the MPass MBlur Duration value is 1.0. |
Double-click the error message to set the MultiPass Motion Blur Duration of the current camera to 0.5 |
| Can Be Fixed | The Render Time Output is set to SINGLE FRAME! |
While it is ok to send a single frame to Deadline, users are sending animations 99% of the cases. |
Double-click the error message to set the Render Time Output to "Active Time Segment:. The Render Dialog will open so you can check the options and set to Range or Frames instead. |
| Can Be Fixed | The Render Output Path appears to point at a LOCAL DRIVE! | While it is technically possible to save locally on each Slave, this is a bad idea - all Slaves should write their output to a cental location on the network. Currently, disks C:, D: and E: are considered local and will be tested agains the output path. | Double-click the error message to open the Render Dialog and select a valid path, then double-click again to retest. |
| Can Be Fixed | The Render Output File Name ends with a DIGIT - trailing numbers might fail. |
The Name to be saved to ends with one, two or three digits. Rendering to this file name will append 4 more digits and make loading sequential files in other applications hard or impossible. This check is performed only when the type is not AVI or MOV and will ignore 4 trailing digits which will be replaced by 3dsmax correctly when rendering to sequential files. |
Double-click the error message to add an underscore _ to the end of the file name, for example z:\temp\test123.tga will be changed to z:\temp\test123_.tga |
| Warning | The Render Output Path is NOT DEFINED! |
No frames will be saved to disk. This is allowed if you want to output render elements only. |
Double-click the error message to open the Render Dialog and select a valid path, then double-click again to retest. |
| Warning | The Render Output is set to a MOVIE format. |
The file extension is set to an AVI or MOV format.
|
Double-click the error message to open the Render Dialog and select a single frame output format, then double-click again to retest. |

